| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 7 | −2 | −2 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 12 | +1 | +1 |
| CHA | 3 | −4 | −4 |
Bound. The guardian's core is magically bound to the forest it was manifested in. While the guardian core is summoned to the plane, the master can telepathically control and see through it's eyes and the guardian knows the distance and direction to it's master. If the guardian is within 60 feet of it's controller half of any damage the controller takes (round up) is transferred to the guardian.
Multiattack. The guardian makes two Swing attacks and up to one discharging strike attack.
Swing. Melee Attack Roll: +7, reach 15 ft. Hit: 11 (2d6 + 4) Slashing damage plus 7 (2d6) Force damage. Upon successful attack a bleeding wound damage is applied to creature at 1 hp per turn. Once per turn this may cleave 5 ft behind the attacked creature but do not add your ability modifier unless it is negitive.
Discharging Strike. Using the spell stored within the blade the next successful melee attack made with it directly discharges the spell to the target of melee attack.
Spell Storing. Coven Guardian's Blade can store one spell up to level 7 at 1d10 must exceed the spell's level on the guardian to be saved. The spell has no effect but is stored within the blade. Any previously stored spell is lost when a new spell is stored. The guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the caster’s spellcasting ability. The stored spell is then lost.
Coven Guardian can take 3 legendary actions from listed below in any combination and only at the end of another creatures turn.
Wailing Wood Wall. Plunging the greatblade into the ground tremors emanating from the created gash. Creatures within 10 ft makes dex save 14 or be knocked prone as intertwined vines erupt out the dirt 30 ft up and 70 ft out from point of origin. Twisted magicks and roots create macabre faces of those lost to these woods reaching out for aid.
Minion Call. An echoing roar shakes the trees violently calling forth the warped forms reaching for help. Cackling shadows rush from surrounding woods to begin puppetting the gnarled wood shapes, twisted with tainted magicks that soak the forest in it's selfsame aura pull themselves from the wall taking up stance for combat. Summoning 1d10+2 Wood Wraith Warriors
Description
A Creak of woods signal it's approach. A rush of wind and leaves blur past obscuring vision temporally as the creaking grows louder in area, a massive blade of bloodsteel cuts through the air like darkness itself the forest swaying in dance with the swinging greatsword. A hulking mass of the same metal groans through the movements Dark and pulsing with several magicks within.
Spirit Core. Within the twisted bloodsteel of the guardians body lays it's core melded of feywild magicks rattling sporadically against its cage.
50% The bloodsteel encaging the pulsing core flakes away exposing more light from within unstable bursts of energy thrumming in the air passive per 16
30% Pulsing light increasing in speed and amount of discharged energy bangs against it's prison passive per 13
10% An almost constant light emits from the core of energy angry thrashing against the sharp edges now lining it. passive per 10
Lair and Lair Actions
A vine sprouts from the ground in an unoccupied space of it's lair every 5 attacks. Vines lash out at any creature within 30 feet of it. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the forest and origin.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/28/2025 10:20:13 PM
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19
|
0
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1.5
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Coming Soon
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